Forest Drake

stormcrow27's page

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Unfortunately due to work constraints and the fact I'm moving in two months to a city that's only 20 minutes away from work, I won't be able to continue the campaigns. I apologize as I really did want to continue,
Thanks for playing and I hope I get more free time to run again.


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At present a door to the west and a stairway going up. A door in the hall you came to also lies unexplored.


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It does not appear that anything is actually in the closet, as nothing else is wet...


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Koshon's keen eyes find nothing around the room. Morelda's memory, perhaps stirred by Eric's recollections of recidivist revolts or his stirring commentary on legends of magic slippers, tells her that these slippers allow the wearer to step light as a feather amongst difficult terrain for up 10 minutes, once a day.

Stormborn has not made into the room, nor is anyone other than Eric and Koshon covered in water. Even more interesting, the closet is bone dry....


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Koshon and Eric manage to avoid the flow of water once again. Mysteriously, it eventually stops. A pair of slippers seems to have been washed out of tye deluge. Strangely, the floor doesn't seemed soaked....


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Eric and Koshon's efforts to hold the door against the rush of water fail. Koshon and Eric, please roll another Reflex save.


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The water rushes out of the closet with a ghostly wail, and continues to gush. Does the party widh to do anything?


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Koshon and Eric's polearms smash through the barricaded door. Suddenly,a rush of sea water flows out from the door, inundating Eric and Koshon.

Eric and Koshon, please make a Reflex save.


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I apologize for the slow pace of posting responses fo4 the game. I've had to switch jobs 3 times from March to June, and my income and time have finally stabilized. Thanks for your patience in this, and I'll be far more responsive to game posts from now on


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Eric hears nothing but the sounds od his companions and the creaking of the house.


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The door radiates no magic.


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The reason why the northern door seems odd becomes obvious upon further observation: It's been boarded up and the lock destroyed by a steel bar olaced through it.


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A door opens north into a room with a set of stairs going up. Another door appears to lead east, and a door to the north has something odd about it, but you can't make it out from your current position.


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A whisper is heard: Gauntlets


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Nothing appears to be abnormal about the table, other then it's just well made. Nor does it radiate magic or have any secret compartments the group can find. The dining set does look quite valuable.


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The table holds no secrets the group can discover, but an overturned cabinet bearby holds a silver dining set, a silver decanter, and six copper mugs all in good shape. No magic radiates from the doorway.


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Morelda detects no magic from the table.

The door opens into an empty hallway, with one door going north.


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So what does the party wish to do now? Doors lie closed, beckoning to be opened.


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The swarm burns and dies. Nothing is left moving after being set aflame.


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spider swarm reflex save: 1d20 + 3 ⇒ (1) + 3 = 4


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The spider swarm burst into flame and melts as Koshon's heavenly fire claims it in heavenly paeans to the peris. Lorel senses Mother Ghoul's fire return to their soul.


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The party moves forward into the next room. They see two doors set into the north wall, while another door stands closed in the west wall, concealing whatever salacious secrets stand behind a sentry of wood. A masterfully built table stands against the against the mold covered windows in the room's southeastern wall. Aside from a layer of mold and a few patches of moss, the dining set looks to be immaculate condition in comparison to the rest of the house furnishings.

Of more important note is the large swarm of hundreds of spiders that comes swarming towards the group, hungry, chittering, and singing.

spider init: 1d20 + 3 ⇒ (10) + 3 = 13
party init: 1d20 ⇒ 4


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party init = 14
spider init= 10


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The room smells of burning cockroaches and wet wood. Strangely, it reminds you of home. A door to the north stands open. Even more strangely, this doesn't smell of burning cockroaches, just wet wood.


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The remaining cockroaches fry in ghoulishly green fire.


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The cockroaches all miss. Koshon's bardiche slashes at a cockroach, but it nimbly dodges out of the way. Thurin and Lorel are up.


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Morelda's ectoplasm spashes nearby one of fhe cockroaxhes abs misses. Two of the cockroaches bite at Grandfather Mossbeard, while one gets crushed by Eric's frantic thrashing.

attack roll cockroach: 1d20 + 1 ⇒ (9) + 1 = 101d20 + 1 ⇒ (3) + 1 = 41d20 + 1 ⇒ (3) + 1 = 4


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Morelad is up


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Sorry for the delay. I had a burst of depression and anxiety this weekend that took a couple of days to work through. Init for insects

Cockroach init: 1d20 + 1 ⇒ (8) + 1 = 9


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Boring out of the floorboards comes the clicking of four giant cockroaches! (I'll get init later on today).


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Grandfather Mossbeard, aided by the dashing, if overenthusiastic Eric, figures out the map is of the nearby Churlwood, a forest close to Roderic's Cove. Thurin also notices the scurrying under the floorboards has become louder, and the pary starts to hear chittering.


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Thurin hears scurrying underneath the floorboards of this room. Lorel find a piece of paper stuck to the bottom of the desk drawer by a film of mold. The moldering pages shows an X in the middle of some woods, as well as the letters "St. Hs."


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Morelda Valerique wrote:
Eric de St. Cyr wrote:
But this reminds me of une thing, you see, I believe that Galt is as messed up as it is partly because its history gets constantly rewritten by whatever a@!#&$%$ is currently in power. By all records, Sir Roderik was a brave man, perhaps his house should be restored, so that the citoyens of Roderiks cove may draw strength and inspiration from it? It is the purposes of archeology after all to uncover the truth of the past, so that it even becomes possible to learn anything from it... He trails off.

Mulling about the general state of disrepair inside of the 'wreck', Morelda concedes to Eric, "At the very least, Sir Roderic's Ghost would have a place to linger besides the Circle Marketplace..."

stormcrow27 wrote:
The remains of a snap desk lean into the northwestern corner of the room, a desk drawer awkwardly protruding out as if pleading for help against the passing of the ages.
Scott "Lorel" Millerson wrote:
Lorel moves carefully into the room. She does a quick search of the desk.
Eric de St. Cyr wrote:
True to his word, Eric lends aid to Madmoisselle Millerson as she performs her search, covering her from any yet unseen attackers.
Thurin Foehammer wrote:
Silently Thurin kept his eyes and ears open. He saw no need for idle chatter.

As both Lorel and Eric search about the old desk drawer, the Young Novice Wizardess opts to hang back and observe for any magical phenomenon or auras as she does a casting of the Detect Magic cantrip.

[dice=Perception to aid, if needed]1d20+4.

Morelda finds no magic in the room.


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Two doors inside of this moldy room provide exits to the north and east.
The floor drops to the south so the lowest corner of the room brushes the surface of the river as it flows by. The ceiling in the northern and eastern part of the room is torn. The remains of a snap desk lean into the northwestern corner of the room, a desk drawer awkwardly protruding out as if pleading for help against the passing of the ages.
No creatures or dancing bards are immediately visible.


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The corridor opens into a stair well that leads to the second floor, as well as leading to the right to a close door and a hallway to the left.


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Eric manages not to fall into the rough assembly of wet and rotting boards that make up the porch. The front doors still stand slightly ajar. Further peering into them reveals a five foot wide hall way leading north, next to a set of stairs to the second floor of the Wreck.


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Eric moves up to open the door, and the porch boards ominously creak under his weight.

Eric, please roll a DC 11 Reflex save.


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Koshon finds nothing out of the ordinary, even being after being assisted by Morelda and Eric. The front doors on the porch stand slightly ajar, creaking in the wet air.


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Mossbeaard's club kills the last stirge after Erik's lucerne hammer slays the other parasite.


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Both sturges lie dead after Erik and Mossbeard slay them.


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Mossbeaard's club slams into the third stirge, knocking it to the ground after Erik's lucerne hammer slashes the other to paste.


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Via the magic of the moment, the last stirge misses Koshon. The website ate my post. Mossbeard, you're up.


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Koshon wrote:

[dice=AoO]1d20 + 3

[dice=Dmg.]1d10 + 2

Koshon's bardiche misses the stirge as it moves into to suck his blood.


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Lorel's ray of acid strikes a stirge and it falls to the ground, slowly dissolving into goo. Koshon and Eric's swipes miss their intended targets, the stirges deftly dodging the deadly blows. Two stirges moves towards Erik and Koshon, provoking attacks of opportunity...


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Stupid web forums. I've been fighting for a week to get back in and finally got my account reset today. Combat updates coming up now.


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[ooc]Current init
Lorel 22
Koshon 20
Eric 18
Stirges 17 (beat mossbeard due to init bonus)
Mossbeard 17
Thurin 12
Morelda 11

[ooc]

You're up first, Lorel.


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The combat suggestions work fine for me.


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Eric de St. Cyr wrote:

Good thing I have combat reflexes, a reach weapon equipped and can make AoOs flatfooted, right, right?

[dice=initiave]1d20+2

Reverse psychology works on the dice bot? How many feet away from us are they?

Eric attempts to identify the creatures
[dice=am skald roll knowledge dungeon or nature]1d20+3

They're about 5 feet away from you, and they provoke Aoos anyway since they're Tiny and have to come into your square to attack you.


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As Eric pushes open the door, the buzzing of wings attached to the bulbous bodies of stirges appear in front of the party. Roll for initiative !

initiative for stirges: 1d20 + 4 ⇒ (13) + 4 = 17


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Eric de St. Cyr wrote:

What could possibly go wrong? Asks Eric innocently as he steps into the building after Koshon.

He does take a look around however.
[dice=perception so Koshon feels less lonely about his 1]1d20+3

Shocked at that not also being a 1

Eric sees the same set of steps leading up to the front door. Hey also hears a voice in his head "Would not two be as bad as one is the loneliest number?

Full Name

Dennis Baker

Race

Ogre

Classes/Levels

Geek 12/ Mountain Biker 8

Gender

Yes

Size

Large

Age

Ancient

Alignment

Usually veritcal

Languages

Common

Occupation

Web Developer/ DBA/ Unix Admin

Homepage URL

http://pathfinder.ogrehut.com

Strength 12
Dexterity 12
Constitution 16
Intelligence 16
Wisdom 8
Charisma 10

About Dennis Baker

Dennis has been active contributor to the RPG community for 10 years, below are some of his more notable credits.

Paizo Hardcovers

  • Ultimate Combat
  • Advance Race Guide
  • Ultimate Equipment

    Pathfinder Adventure Paths

  • #66: The Dead Heart of Xin (Bestiary entry)

    Pathfinder Society Scenarios

  • Sewer Dragons of Absolom
  • Gods Market Gamble
  • King of the Storval Stairs
  • Feast of Sigils

    DR. STRANGELOB AND MR. HYDE: THE OGRE'S GUIDE TO ALCHEMISTS
    An in depth guide to all the ins and outs of a unique and cool class. I've worked hard in an effort to make this as useful as Treantmonk's guides.

    The guide is broken into 4 parts.

    Introduction
    Alchemists Extracts - All about the extracts alchemists drink to get their power.
    Dr. Strangelob - How I learned to stop worrying and Lob The Bomb.
    Mr. Hyde - Strangelob's (more?) demented alter ego.

    RPG SuperStar
    I made it to the third round of RPG Superstar 2010. You can read about the contest here.

    Round 2
    Brown Urus detailed here.

    Round 1
    My item for which got me into round two is Pharasma's Blessing, a magic necklace which protects you from undead and grants you the ability to speak to dead souls. This item was selected from several hundred entries by a panel of professional RPG designers.

    Wayfinder #1
    I created the Shadow Bloodline (for sorcerers) and Shadow Scout prestige class for Wayfinder #1. You can download Wayfinder #1 here.

    Master DM's Competition
    On the Wizards of the Coast forums there was a Master Dungeon Masters Competition which was run by community volunteers. I got a gold medal in the competition and judged the competition for about 6 months. Here is my Gold Medal entry (no longer archived on WotC's server) for creating a "Spell Chain" based on an existing spell.

    Spoiler:

    Cat's Paw/ Longstrider

    This is the Cat's Paw/ Longstrider spell chain and the Fleet Foot domain. The theme of the spells is mobility in and out of combat. I've included Longstrider here because it is more or less the base of my spell chain. It is not changed from the version that appears in the SRD.

    Longstrider
    Transmutation
    Level: Druid 1, Ranger 1, Travel 1, Fleet Footed 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 hour/level (D)

    This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

    Material Component: A pinch of dirt.

    Cat's Feet
    Transmutation
    Level: Ranger 2, Fleet Footed 3, Druid 3
    Duration: 1 hour/level (D) (or until expended)

    Cat's Feet functions like Longstrider but also adds an insight bonus of 5 to the caster's tumble skill for the duration of the spell. If the caster does not have any ranks in tumble she can treat tumble as a trained skill for the duration of the spell.

    Nimble Paws: Once during the duration of the spell the caster can as a swift action initiate a one round burst of speed and extraordinary nimbleness. During this round the bonus to the caster's base land speed increases to 30 feet and the bonus to her tumble skill increases to 15. At the end of this burst of speed the spell is expended and all bonuses from the spell expire.

    Optional: During the duration of the spell any halfling affected by the spell grows fur, pointed ears and claws. The claws can be used to make a natural attack with damage of 1d2. Attacks with the claws are considered armed for combat purposes.

    Material Component: A bit of cat fur and a pinch of dirt.

    Note: The bonus to tumble does not in any way alter the limits of the tumble skill, in particular it does not enable individuals in heavy or medium armor to use the tumble skill.

    Tiger's Pounce
    Transmutation
    Level: Ranger 3, Fleet Footed 5, Druid 5

    Tiger's Pounce functions like Cat's Feet but the increase to the casters movement speed is 15' per round and the caster is granted an enchantment bonus of 5 to the his jump skill during the duration of the spell.

    If the caster opts to end the spell with the Nimble Paws effect (See Cat's Paws above) the effect lasts for 2 rounds.

    Ferocious Pounce: Once during the duration of the spell as a swift action the caster can initiate a ferocious attack. The caster must declare this attack before any actions on his turn. During the attack the caster can move up to twice his enhanced move speed and attack a single target. The caster can tumble or jump during this movement without penalty. At the end of the charge the caster gets a full attack plus one additional attack at his full base attack bonus. All attacks must be made against a single target and the effect does not stack with haste or any other spell or effect that grants additional attacks in a round. Once the caster has completed his ferocious pounce the spell ends and all effects of the spell expire.

    Lion's Prowl
    Transmutation
    Level: Ranger 4, Druid 6, Fleet Footed 6

    Lion's Prowl functions like Tiger's Pounce but in addition the caster gains a +1 natural armor bonus for the duration of the spell.

    If the caster opts to end the spell with the Nimble Paws effect (See Cat's Feet) the effect lasts for 4 rounds.

    When ending the spell with a Ferocious Pounce (See Tiger's Pounce) the caster receives a +4 enchantment bonus to strength and dexterity for the duration of the effect.

    Free Range: Once during the duration of the spell as an immediate action the caster can trigger a Freedom of Movement effect. This effect is identical in all ways to the Freedom of Movement spell but the duration of the effect is 1 minute. Once the Freedom of Movement effect ends the spell ends and all effects of the spell expire.

    Cat's Feet, Mass
    Transmutation
    Level: Ranger 4, Druid 6
    Casting Time: 1 Minute
    Targets: One creature/level, no two of which can be more than 30 ft. apart

    This spell functions identical to the Cat's Feet spell, however it effects the caster plus a number of people equal to the characters caster level. The mass version of this spell does not include the the Nimble Paws effect.

    Material Component: A bit of dirt scraped from the shoes or feet of each of the spells targets.

    Tiger's Pounce, Mass
    Transmutation
    Level: Druid 7, Fleet Footed 7
    Casting Time: 1 Minute
    Targets: One creature/ 2 levels, no two of which can be more than 30 ft. apart

    This spell functions identical to the Tiger's Pounce spell, however it effects the caster plus a number of people equal to 1/2 the casters level.

    Material Component: A bit of dirt scraped from the shoes or feet of each of the spells targets.

    Lion's Prowl, Mass
    Transmutation
    Level: Druid 8, Fleet Footed 8
    Casting Time: 1 Minute
    Targets: One creature/ 2 caster levels, no two of which can be more than 30 ft. apart

    This spell functions identical to the Lion's Prowl spell, however it effects the caster plus a number of people equal to 1/2 the casters level.

    Material Component: A bit of dirt scraped from the shoes or feet of each of the spells targets.

    Drunk DM's Competition
    Drunk DM Contest is a silly contest they had on the Wizard's "What's a GM to Do?" board. I was a Gold Medalist in the Drunk DM Competition #13 with this entry. I've moved the post here to the Paizo forums because as far as I know the WotC archives have purged this. Seuss Nation